So. Mewtwo. How do your codes function?
Let's see, there's 3 locations in memory related to all this:
The first of them determines how many costumes will try to load the game when selected in the css. If a character has a csp that points to, let's say, costume 8, and that place in memory doesn't say 'this char uses costume 8', it will not freeze, but pick another costume, probably costume 0. That first place in memory is changed by the first of the codes, the same as ASF1nk's, only that leaves open the option of having extra costumes in slots that aren't used by characters. Personal reasons, doesn't really matter.
There's a second location in the memory that just says where in the memory are the infos about costumes and teams (that's the third location). The separation between them is just too narrow, so we cannot insert up to 10 costumes in the original places in memory. So, what ASF1nk did was to make every character to point to the place in memory where the Wario info was, and editing it so it had only 10 costumes. That way, every character, included Wario, would have 10 css slots. That changed the team color information for most characters, that's why 01 is always red, 02 is always green and 03 is always blue in cBliss. He changed it afterwards so a new place in memory had the original info for Wario, and changed the place in memory Wario got his data from, so every character got Wario's data decreased to 10 slots, and Wario got his new data from a new empty space.
So, I've changed it so every character uses its own information, more separated between them, so they can have 10 slots without pointing to Wario's memory. Wario's memory is kept the original, so the ProjectM changes will always take effect if the ProjectM codeset is used. The rest of info is in the same place in memory where the Wario info for cBliss 1.5 is, so any change to the original costumes won't work. ProjectM changes the teams for charizard, squirtle, and marth, and does it in their original memory places. So, I've made the second gct with those charizard, squirtle, and marth changes, nothing else is different. Also, the ProjectM codeset makes the separated pokemon to use their original memory offsets, so hex editing those changes the way I said in the other post will make the ProjectM set to load the extra costumes from the alternate place in memory.
So, basically, those 2 gcts are just cBliss, only that the extra costumes are always after the old ones, instead of having the same order as Wario for all of them. It's just personal preferences, I just prefer to keep the original order and teams, and have the extra slots as additional character slots.
Hope this answers your question, more or less
Since I got a NTSC disc years ago, I don't use a modified iso. All hacks are on my SD card. Before I installed cBliss, I never had freezings. Now, somtimes my Wii freezes.
For example:
8bit Link vs. 8bit Mario vs. 8bit Kirby -> freezes, but in the next match it suddenly works.
Wario also made trouble somewhen, but in the next round he worked fine again.
I don't know how the file patch codes work, but I'm assuming that the possibility of having a freeze when something isn't in the disc is bigger. Maybe in some cases in which the load has to be real quick, it cannot access all the files needed in the sd, tries to look for them in the disc, and crashes when they're not found.
So well, I'm not really sure, and people with modified iso's should tell their experience to see if this makes any sense. But it may be safer in order to avoid freezes to have everything set up inside an iso, and use that iso with an usb. A 8gb pendrive is cheap, and it's enough to get it working. The game will probably load faster, and you'll be free to have another disc put into your wii.